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Rise of Civilizations v 3.13a

This is a civilizations type map based off of Empire Earth. Military units take no food and are relatively cheap and fast to produce compared to standard melee maps (only workers and markets do). You start off at the stone age and work your way up to the Nano and Post-Apocolapytic Age, increasing your technology and economy while fending off rivaling civilizations. Choose allies wisely and remember that ultimately it is the last capital remaining that determines the winner.


There's two forms of resource, gold and lumber. Gold is periodically spawned from markets and control points. Each marketplace/control point will give a steady gold output of 30 gold every 10 seconds. You can research marketing upgrades to increase amount per tick.

Lumber is a bit trickier to speed up. You will need to age up and get better workers in order to collect lumber faster. For example, a medieval worker will gather lumber at approximately 3x the speed of a stone age worker.

Towers and walls may also prevent early rushes but become less effective as ages pass by. Stealthed fighters and bombers can just as easily get through them and target your workers! Long ranged artillery, multiple rocket launch systems, ion cannons, and heavy battlemechs can make short work of every the strongest defensive structures so do not attempt to turtle in!


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Features:
-3 game modes. Classic, creep survival (-creep), zombie survival (-zombie)
-300+ unique units/structures ranging from cavemen to 18th century musketeers to ion beam cannons
-large variety of custom icons and models
-20+ wonders for global effect boosts
-4 tier ally system (-unally, -peace, -ally, -full control) and flexible camera system
(-default, -roll, -zoom, -height, -angle)
-18 epochs spanning from prehistoric times to the end of time (Stone, Neolithic, Copper, Bronze, Iron, Dark, Feudal, Castle, Renaissance, Enlightenment, Imperial, Industrial, WWI, Atomic, Modern, Digital, Nano, Apocalyptic Age)

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Single Player Features:
-15 difficulties of waves
-smart ai tracking system, searches for all hostile units on the map to eliminate
-difficulty selector
-spawn quantity selector
-difficulty lock


-map updated frequently!

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List of Commands:

Camera Commands

-zoom ### - zooms out
-roll ###, -angle ###, -height ###, rotate ### -additional camera options
-default - sets camera view back to default

Alliance Commands

-ally color -allies a player with full vision
-unally color - unallies a player
-peace color - allies a player without full vision
-full control color -allies a player with full vision and control of units
-ally all - allies all players giving them your line of site, not exactly the best choice
-unally all - unallies all players
-peace all -allies all players but doesn't give away your line of sight

Other Commands
-creep - allows the host to turn creep spawn (like in single player) on or off during multiplayer mode. If toggled on, creeps will spawn and randomly attack any player.
-zombie - activates zombie mode
-repick - allows the host to repick a maximum epoch limit early on in the game. This command is automatically disabled as soon as 300 seconds of game time is elapsed or a player reaches the iron age, whichever comes first.
-name X - changes your name to whatever you want
-panda - allows the creation of mini panda, panda champion, and panda titan.

Single Player/Zombie mode ONLY Commands
-diff 1-15, changes the difficulty of the mobs
-increase, increases the number of spawn of enemy mobs by 1
-decrease, decreases the number of spawn of enemy mobs by 1
-lock, prevents mobs changing over time
-unlock, lets mobs get stronger over time (default setting)


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So How do I play this map?

1. First, pick the maximum age limit. This is useful in multiplayer when you want quick battles as early as the iron age or more drawn out games that go up to the last epoch
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2. Single Player Mode will automatically start if the game detects no other humans.
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3. Every control point is defended by a creep. Don't worry much about the first creep. If you build your town hall near it, the townhall will be able to kill the creep and take control of the first control point.
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4. Throwers are excellent early units to build to quickly defend your base and take control points.
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5. Each control point will grant a small amount of gold income as well as food. Food is very important for building workers that collect lumber as well as markets that further boost your income.
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6. Control points can be upgraded to ancient cities->medieval cities->industrial cities->metropolis. This will make the control point harder for enemies to take over. Furthermore, each level of upgrade provides a bit more food than the last. Higher level cities can build better workers too.
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7. Remember to take additional control points early on in game. Heroes make it much easier to defeat the creeps.
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8. Markets can be upgraded to provide higher income as well. Markets can also convert gold to lumber and vice versa at a cost.
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9. Workers can be upgraded to chop lumber faster.
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10. Every wall also functions as a gate. Use them to keep rushers out!
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11. Wonders can turn the tide of battle! Only one of each wonder can exist per game except the Silk Road. The Silk Road is a very special wonder that can double your market income. The Silk Road can be built ONCE by each player. Once you lose it though, it's gone.
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12. The particle cannon is the most powerful wonder. Use it to strike any location on the map to weaken enemy defenses before your main army goes in. Be careful though! Using the particle cannon will reveal your location to every player on the map.
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Good luck!


Recent Update Log:
11/14/15- balancing of human wonders (lighthouse/hand of nod) to reduce less armor. Undead buildings now get hp/armor upgrades. Balancing of units and costs
11/5/15- undead race updated, increased building armor, new final age, new units for undead (grand sky fortress, mutated chariot, crimson throne, death tower)
8/12/15- updated ballista/guard tower model. minor fixes with upgrading
12/31/2014- Upper tier towers now available. Minor unit attack types changes. Biotanks now unleash toxins
6/17/2014- Dart Tower available in the stone age as an alternative to the Rock Tower. Zombie mode will auto adjust spawn based off the number of players currently playing.
5/3/2014- Tier 2 wonders. Silk Road-> Cold Fusion Powerplant, Great Pyramid-> Ministry of War, Statue of Zeus-> Washington Monument, Lighthouse of Alexandria-> Hand of Nod.

New Units: B2 Spirit Bomber, Elite OPs long range mg infantry

4/12/2014- New tier 2 wonders have been added. Stonehenge->Great Wall of China, great granary->supply warehouse,Tower of Babel-> telsa tower. Hero units buffed, most aircraft armor has been changed to "medium". Version changed to 3.01 due to a fake 3.0 lurking around for quite awhile
3/14/2014 - New units for apocolaptic age, finally. Took me 3 years to add them!
2/15/2014- periodic game tips included, adjustments to zombie mode: Tyrant flame range lowered, additional zombies
1/25/2014- New wonder: The Eiffel Tower. New upgrade to Artillery Turret now available. Minor spell fixes.
12/17/2013- Now supports 11 players instead of 8
12/7/2013- New wonders have been added. Hanging Gardens, Statue of Zeus, Masoleum, Fountain of Youth, The Great Granary, Lighthouse of Alexandria, Fusion Cannon, and Hadron Collider.
8/2/2013- all creeps now run on a timer to prevent massive lag. Minor icon/terrain update. New creeps added, frost wyrm, ice dragon. Chimera weakened.
5/12/2013- difficulty of the final boss reduced. Does not spawn with strong creeps anymore. Will spawn at difficulty 15. New zombies added, northern base pathing leak fixed.
5/5/2013- players start off with 90 income. Control points only give food, no longer add income. Pathing fixes added. "Teleport" glitch removed from control point.
5/1/2013- adjusted difficulty for infected mobs, center boss
4/26/2013- Added zombie survival mode with the command -zombie. Much more difficult than normal creeps and requires multiple alliances. The cathedral in the middle holds a surprise....
3/7/2013- reworked the terrain. Will be making adjustments to pathing as needed
2/27/2013- Fundamentally changed the economic system from gold mines to control points. Market penalty removed. Silk road can now be built ONCE by each player. Guard towers now buildable by medieval workers.
2/25/2013-Increased Wall HP, minor changes to heroes, upped max lvl of hero to 200, SCVs and Fortified walls can now be upgraded to their apocolayptic age counterparts
2/12/2013 - New hero, Ragnarok now buildable. Units give resource bounty when killed

Video (sorry they're in russian and chinese! If anyone wants to make an english video, I will be happy to post it on here since my upload rate sucks)


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The Epochs
I. The Stone Age circa 3.4 million BC - 10,200 BC
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II. The Neolithic Age circa 10,200 BC - 5,000 BC
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III. The Copper Age circa 5,000 BC - 3,600 BC
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IV. The Bronze Age circa 3600 BC - 1200 BC
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V. The Iron Age circa 1200 BC - 400 AD
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VI. The Dark Ages circa 400 AD - 800 AD
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VII. The Feudal Age circa 800 AD - 1299 AD
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VIII. The Castle Age circa 1300 AD - 1499 AD
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IX. The Renaissance Era circa 1500 AD - 1599 AD
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X. The Enlightened Age circa 1600 AD - 1699 AD
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XI. The Imperial Age circa 1700 AD -1799 AD
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XII. The Industrial Era circa 1800 AD -1900 AD
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XIII. The WW1 Era circa 1900 AD -1939 AD
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XIV. The Atomic Age circa 1939 AD -1970 AD
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XV. The Modern Era circa 1970 AD - 2000 AD
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XVI. The Digital Era circa 2000 AD - 2199 AD
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XVII. The Nano Age circa 2200 AD - 3000 AD
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XVIII. The Apocalyptic Age circa 3000 AD+ ?????
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Random Screenshots

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Map Overview

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Early Game

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Medieval Siege

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Particle Cannon

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Mass Production of Aircraft

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Getting ready for a huge battle in the middle:

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Lastly but not least:

I do not own any of the models/skins.

Credits go to:
RDZ
Taylor_Mouse
Illidan(Evil)X
General Frank
Kofi_Banan
bananaHUNT
WILL_THE_ALMIGHTY
anarchianbedlam
killst4r
Kitabatake
Cavman
qassamzed
Horn
Fingolfin
Mr.Bob
Zombie
The_Silent
mechincalman

Archived Update List

8/11/2011 - markets now give a gold/lumber penalty if destroyed. No more hoarding mass markets next to each other
8/1/2011 - rebalanced a few units/wonders
7/6/2011 - fixed up errors with aircraft
5/31/2011 - Revamped mage's guild and rogue camp units. Mages have more useful spells but armor changed to "unarmored".
4/13/2011 - Issues with multiplayer creep mode resolved.
4/4/2011 - Creeps can now spawn in multiplayer mode if player 1 red types -creep and select yes. Likewise, it can be turned off again by selecting NO. Also, the Crossbowman and Dragoon units added to rogue camp to make it more worth building =D
3/29/2011 - wall pathing glitch fixed
3/25/2011 - Frontiersman hero added. Marketplaces now upgrade into better markets (large market, bazaar, textile factory, oil rig, antimatter generator).
3/23/2011- maximum age selection menu now available for host (red)
3/22/2011 - 6 heroes total now, rebalanced as well.
3/5/2011- 3 more heroes added, multiple rocket launcher rebalanced, toxin artillery rebalanced
2/11/2011 - Improved difficulty adjuster for single player. 1 hero added, more to come.
-lock (prevents mobs from getting stronger)
-unlock (undos the lock)
-diff 1-13 sets the difficulty of the mob instantly. (ex. diff 1 is cavemen, diff 11 is modern units, diff 13 are tanks, mechs)

1/16/2011 - Massive single player ai upgrade. Computer no longer gets stuck when player builds walls. Computer should no longer freeze up with large mobs. Fixed leaks associated with computer player spawns. 2 additional tanks added.
1/14/2011 - rocket troops/planes made more durable. Auto-repair and increased range upgrades added. Piercing now does 10% less damage to fortified.
10/30/2010-Rebalancing of units. More coming soon!
8/4/2010 - Small update, more to come after a long break. Lumber is easier to harvest and stone age towers nerfed so they don't totally destroy cavemen.
4/1/2010- Improved apocalyptic age. Now it's worth upgrading to =D
3/28/2010-significant improvements to single player ai. -increase/-decrease command to adjust creep spawn in single player, tooltip fixes to towers, more pathing leaks fixed
3/25/2010- terrain update, single player ai change (creeps attack ur townhall no matter where u build it, u can play as any color now, not just red in single player)
3/20/2010- fixed pathing for many areas so units cant pass through woods, workers no longer deselect when you upgrade them, settlement packs have to "build" a townhall now so they can no longer unpack right next to a gold mine, new custom icons added. Base income of 30 so players no longer get "screwed" for running out of gold to buy workers at the start from being attacked multiple times.

3/7/2010- v 1.55 Fixed pathing for the small wall/fortified wall. A couple of new icons to replace the generic "rifleman" icon for gunpowder based units.
2/26/2010- Silk Road increased food cost, CTU has periodic reveal. Armor % changed. Terrain coming soon!
2/24/2010- functional gates finally added

2/21/2010
-apoco righteous townhall can now summon units again
-apoco townhalls now give 150 food
-rocket tropp model changed
-green icon button for molten giant fixed
-toxin artillery description and tooltip corrected

2/20/2010-Transports fixed so that they can now only carry infantry.
New units-sniper, stuka bomber, a-10 bomber
2/5/2010- Cities now cost 10 food to prevent excessive rushing
2/4/2010-More icons, mini map is now blacked out. Fixed bug where upgrading worker was free.

2/2/2010- Several bug fixes, lowering B-29's sides per die to prevent server splits, nuke artillery projectile model changed, vampiric aura drain % lowered and radius lowered for axewielder.

Combat changes-Siege attacks now do 50% to all armor types, except 150% to unarmored, 200% to fortified

New unit-Falconet, an alternative artillery to the cannon, does significant damage to infantry, low damage to buildings. 5 second reload time.

1/27/2010- added neutral to the alliance system, rebalanced tanks
1/21/2010 retriggered many functions for map stability
1/20/2010-no more fixed start locations!

1/17/2010- Added in more wonders. Added in more relevant icons for upgrades, units, etc.
New Unit- Special Op, tosses grenades at tanks, strong mg attack for infantry
Some memory leak fixes~more to come


1/15/2010-
Added wonders
Stonehenge
Great Pyramid
Silk Road
Tower of Babel
Particle Cannon


1/14/2010 - hotkeys fixed, tooltip updated
1/12/2010 - Some icons replaced for more accurate depiction in the tank factory. Middle is revealed to make it harder to control for one single player. COMPLETELY REMADE THE TERRAIN!

1/09/2010- Some unit names, models, and projectiles changed.
Ex.
Plasma mech-> titan artillery
Orgepult->onager

Hotkeys for more units added. I'll eventually get to all of them =/

1/08/2010- Building pathing fixed. Multiboard added.
1/07/2010-zoom and name change commands added. Fixed tech tree up slightly.
1/04/2010-Changed a few models and fixed a maphack bug. Adding more techs available soon!
12/16/2009-markets have a trade feature. Fixed some pathing problems
12/15/2009- Balanced a few units and changed armor types. Added cities as mini townhalls to expand territory.

11/17/2009- Allying is now possible with the commands -ally color or -unally color. Also, leavers will now have all their units self destruct instead of staying. Also increased the upgrade costs of all ages as well as limited marketplaces with food to avoid massive speed teching that makes all lower tier units pointless to build.

11/15/2009- Massive Update! Now it fits 8 players instead of 4. Also, changed the name to avoid confusion with another map. Cleaned up some errors. I'm aware of some spelling errors but it is far too laggy on my computer to fix the text one by one. I'll get to it on an alt computer in a few days!

Other changes:
-Nuclear Bomber's move speed drastically slowed and build cost increased for balance


Any other things that need balance, please comment!


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Keywords:
Civilizations, Civilization, Zombies, Zombie
Contents

Rise of Civilizations v 3.13a (Map)

Reviews
01/24/10 - ap0calypse: Approved
Level 17
Joined
Apr 3, 2010
Messages
1,101
Oh i tested it, something is bugged (it doesn't work) D=
I'll fix and upload the fixed version T_T
Edit: Now I am confused and not sure I fully understand what a hashtable is.
Ima go ask in the code section D=


Acorn if it works and you are happy with the Resource consumption, then before you Implement it, the region/point system is inefficient. Also the Doodad creation is wrong if your are going to have a repeated setup.

So you should turn either add a separate variable integer array with values 0 or 1 to detect whether a camp has been created their already or not.
Then add an if then else to check this if so then only go through unit creation.
Also add another integer array to check whether it is a currently full camp.
Then an If then else function in the region/point picker than if value read (1) to then repeat the trigger for finding a region.

-->Otherwise you will have multiple camps on 1 spot etc.

Using a hashtable for the regions with

X(1)=Region
X(2)=(Current availabillity) (calculated by checking whether a unit group is empty or not ( unit group created after load function for particular camp)
X(3)=(Previous usage)
-->And Y being each separate part of the array.
 
Last edited:
Level 9
Joined
Mar 10, 2005
Messages
326
If it doesn't work, I was thinking about triggers like this:

Every X seconds, pick 1 number between 1 and 10 randomly.

If 1, then spawn in region 1, and so on.

Each number also has another variable to check whether there is spawn there already or not.

For example, if "1" is picked, then the system first checks whether 1 is has creeps or not. If no creeps are present, it spawns a creep camp building and pings the location to all players. If there is a creep camp already, nothing happens until the next interval.This way, the rate of additional camps gets smaller and smaller as there are more camps spawned. Furthermore, as long as a camp is standing, the camp will send creeps as well. The extra mobs that the camp spawn will be based off the difficulty. The HP of the creep camp will also be dependent on the current difficulty.

By having all the regions be "x", all the leaks can also be quickly cleaned up with 1 trigger deleting the cache for "x" instead of every individual region.

Let me know what you think.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
If it doesn't work, I was thinking about triggers like this:

Every X seconds, pick 1 number between 1 and 10 randomly.

If 1, then spawn in region 1, and so on.

Each number also has another variable to check whether there is spawn there already or not.

For example, if "1" is picked, then the system first checks whether 1 is has creeps or not. If no creeps are present, it spawns a creep camp building and pings the location to all players. If there is a creep camp already, nothing happens until the next interval.This way, the rate of additional camps gets smaller and smaller as there are more camps spawned. Furthermore, as long as a camp is standing, the camp will send creeps as well. The extra mobs that the camp spawn will be based off the difficulty. The HP of the creep camp will also be dependent on the current difficulty.

By having all the regions be "x", all the leaks can also be quickly cleaned up with 1 trigger deleting the cache for "x" instead of every individual region.

Let me know what you think.

This would work as well, however if you have random units running through it which are creeps from the normal spawn it could bug. Which is why I prefer the hashtable method (Which would work if implemented) Also with a hashtable you could count the 1's (Current camps) and then multiple that by a scalar quantity add that onto the time and use that as the next event, thus scaling spawn rates directly with camp count, instead of scaling spawn rates with chance and camp count.

Also the fact the system spawns doodads as well. If you were to have no doodads then this would work fine, just check that the region contains no units which are in Unit group X which is defined on Spawn

http://www.hiveworkshop.com/forums/...tion-type-recall-problems-235808/#post2355891

Apparently I think the reason why my previous hashtable isn't working is due to the loading of Destr and unit Id's or possible saving them in the wrong format
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Fixed now however the locations are a bit buggy and it has been put into jass ( the disabled triggers are the gui version) the Custom script would crash my WE so yeh there was no other option. You should find it simple to replace variables though, as its all labelled. Just create a separate trigger add actions convert that to text then replace what you want to replace>

It would also make sense to turn Tree of Etenity into a separate unit variable.
Also if you are not concerned about Facing angles you could try
Hashtable
X value= Integer A
Y Value =
1 (Unit type for camp a)
2 (X cords for camp A)
3 (Y Cords for camp a)

4(unit type for camp b)
etc
Then randomly select which one to use and spawn it.

All the jass code and correction can be found on the previous question thread I linked.
 

Attachments

  • Neutral Camp Spawn Creation Fix..w3x
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Level 9
Joined
Mar 10, 2005
Messages
326
No, the order they come in isn't that important, I mean not having flyers come in before wave 9, otherwise you only have (at best) ballista towers and Babel, which don't last long.

Chimeras are part of the challenge! They are basically cannon fodder as soon as you get gattling guns up. Also they don't spawn if you can kill all the creep camps btw.

I can improve the cannon tower a bit. Seems a bit lackluster for its age and I'll give it some degree of anti air.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Yes, unfortunately that would require enough of your base surviving long enough to get gatlings, since often they've chewed through half of it by that point. In half a dozen times I've tried this version, I was never even at the WWI Capitol when they came in. Also, if the creep camps are meant to be destructible, consider reducing the zombies that spawn from corpses, or limit them to some units. No attack force ever gets close to a camp since they've been killed exponentially fast.
 
Level 5
Joined
Jun 23, 2013
Messages
151
This map is great! it's not boring after I play serveral time!

But, i suggest there is another way to get gold (except the market), maybe?
And I got a bug which cause the rock tower to damage itself when using attack ground when I aim about 500 units away from it. Can you fix it?
 
Level 9
Joined
Mar 10, 2005
Messages
326
The rock tower has siege splash damage. I might just make it target single enemies.

Gold can be received in 3 ways right now:
1. market income
2. Trading lumber for gold
3. Bounties

I removed goldmines due to people not liking them.
 
Level 5
Joined
Jun 23, 2013
Messages
151
OK, I get it.
My Request: Fix Onager's renge plase. It's annoying when they attack from tree and hard to see (Single Player Experience)
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
That one is easy enough: Arrange your base so that a tower isn't the first thing the enemy sees (walls work best). Then, just wait and repair the wall until a melee unit comes into sight and is attacked by the tower/units placed well behind the wall. The siege weapon gets a new target, moves into your tower's range, and dies quickly.
 
Level 5
Joined
Jun 23, 2013
Messages
151
OK, I tried and it did pretty well. Thanks.
In some try I repel it with Onager too, but it sacrifice my tower and half of my hero's life.
 
Level 4
Joined
Jul 31, 2013
Messages
50
There's an issue with this map that I f***ing hate.
In order to protect your base,you have to make
a MASSIVE army.
I hate that,it causes lag and fighting becomes a
problem.
I suggest you to make all units stronger and more
expensive.
PLEASE do that.Otherwise,your map CAN'T be played.
 
Level 9
Joined
Mar 10, 2005
Messages
326
There's an issue with this map that I f***ing hate.
In order to protect your base,you have to make
a MASSIVE army.
I hate that,it causes lag and fighting becomes a
problem.
I suggest you to make all units stronger and more
expensive.
PLEASE do that.Otherwise,your map CAN'T be played.

First of all, which mode are you playing? Against ai? Or against players?
Second, what are the specs of your pc?

I hadn't had many issues with lag myself when testing it.
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
There's an issue with this map that I f***ing hate.
In order to protect your base,you have to make
a MASSIVE army.
I hate that,it causes lag and fighting becomes a
problem.
I suggest you to make all units stronger and more
expensive.
PLEASE do that.Otherwise,your map CAN'T be played.

You realize that tons of people play this just fine? Ever heard of techtree and defences? The map works fine.
 
Level 5
Joined
Jun 23, 2013
Messages
151
There's an issue with this map that I f***ing hate.
In order to protect your base,you have to make
a MASSIVE army.
I hate that,it causes lag and fighting becomes a
problem.
I suggest you to make all units stronger and more
expensive.
PLEASE do that.Otherwise,your map CAN'T be played.

I never experienced lag. I used Core 2 Duo and it worked fine.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Pity. What about:
1. optimizing the project (by triggering instead of using modeleditor)
2. adding some water?
btw is it based on CIV3? or CIV4

1. What do u mean by triggering instead of modeleditor????? Triggering and Models are two totally seperate things. No idea where you're getting at.

2. I hate ships. Ships makes it hard to move land units around. It's based of Empire Earth originally, not CIV.
Some people decided to edit my map and added water. Linl: http://www.epicwar.com/maps/144808/. However, personally I don't think it works as well.
 
Level 1
Joined
Oct 24, 2013
Messages
8
This map has very good models but do not know how to use 100% for example:
-ill projectiles in some units
-silly names
-do not use all your animations
-no good skills used
-etc
but alas units seems that you've put a lot enpeño as misile nuclear Explosion, the domslide machine and others.
to 100 mi of 1 to 60.
 
Level 1
Joined
Oct 24, 2013
Messages
8
I do not think it's a good idea to increase the limit of food, on my map ise that and not only lagea but also puts fatal error after 10 minutes.
 
Level 3
Joined
Dec 20, 2013
Messages
19
hello 511 ,

:vw_wtf: Hello,I'm sorry ,I without your consent.yesterday I just finished a new chinese Simplified Translation version2.13a, but you know.I want to know when the stable version will be born. Would you please tell me, and give help.And How to upload it。
←↑Baidu translation of the text
 
Level 3
Joined
Dec 20, 2013
Messages
19
hello 511 ,could you help me?

Hello,I'm sorry ,I without your consent.yesterday I just finished a new chinese Simplified Translation version2.13a, but you know.I want to know when the stable version will be born. Would you please tell me, and give help.And How to upload it。

email [email protected]

←↑Baidu translation of the text
 
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